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www.beyond3d.com | ||
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mikemarcin.com
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| | | | our choice of DirectX 12 in our previous entry. In order to more fully understand how we're going to proceed to add graphics support to our engine we need to understand a bit of the history and evolution of graphics APIs. A Brief History of Graphics APIs Graphics APIs evolved through the decades. They start in the early 1990s with Iris GL followed by OpenGL. These are fixed-function immediate mode APIs. | |
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www.realworldtech.com
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| | | | Starting with the Maxwell GM20x architecture, Nvidia high-performance GPUs have borrowed techniques from low-power mobile graphics architectures. Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers. Using simple DirectX shaders, we demonstrate the tile-based rasterization in Nvidia's Maxwell and Pascal GPUs and contrast this behavior to the immediate-mode rasterizer used by AMD. | |
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www.jendrikillner.com
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| | | | 3D Programmer | |
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everttimberg.io
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| | Evert Timberg, Software developer and architect in Toronto |